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| author | raysan5 <[email protected]> | 2020-09-23 14:19:10 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2020-09-23 14:19:10 +0200 |
| commit | bd512764ff7c82fa6e1395c51accb3ba18162827 (patch) | |
| tree | 2e6e9c074b2718916d7102a57528a0045186027b /examples/models | |
| parent | 4a97a5c63a547f6b56e9582981be010d8497188f (diff) | |
| download | raylib-bd512764ff7c82fa6e1395c51accb3ba18162827.tar.gz raylib-bd512764ff7c82fa6e1395c51accb3ba18162827.zip | |
REVIEW: example: models_cubicmap_pbr #1384
It does not work properly yet but it compiles correctly
Diffstat (limited to 'examples/models')
| -rw-r--r-- | examples/models/models_material_pbr.c | 105 |
1 files changed, 56 insertions, 49 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 9c531ea5..fc447dbb 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -20,7 +20,7 @@ #define RLIGHTS_IMPLEMENTATION #include "rlights.h" -#define CUBEMAP_SIZE 512 // Cubemap texture size +#define CUBEMAP_SIZE 1024 // Cubemap texture size #define IRRADIANCE_SIZE 32 // Irradiance texture size #define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size #define BRDF_SIZE 512 // BRDF LUT texture size @@ -51,7 +51,7 @@ int main(void) // Mesh tangents are generated... and uploaded to GPU // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO - MeshTangents(&model.meshes[0]); + //MeshTangents(&model.meshes[0]); model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); @@ -117,6 +117,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) { Material mat = LoadMaterialDefault(); // Initialize material to default + // Load PBR shader (requires several maps) #if defined(PLATFORM_DESKTOP) mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs"); #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB @@ -148,78 +149,84 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png"); mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png"); + // Set textures filtering for better quality + SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR); + SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR); + SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR); + SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR); + SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR); + + // Enable sample usage in shader for assigned textures + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT); + + int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); + SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT); + + // Set up material properties color + mat.maps[MAP_ALBEDO].color = albedo; + mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 }; + mat.maps[MAP_METALNESS].value = metalness; + mat.maps[MAP_ROUGHNESS].value = roughness; + mat.maps[MAP_OCCLUSION].value = 1.0f; + mat.maps[MAP_EMISSION].value = 0.5f; + mat.maps[MAP_HEIGHT].value = 0.5f; + + // Generate cubemap from panorama texture + //-------------------------------------------------------------------------------------------------------- + Texture2D panorama = LoadTexture("resources/dresden_square.hdr"); // Load equirectangular to cubemap shader #if defined(PLATFORM_DESKTOP) Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs"); #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs"); #endif - + SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); + TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, UNCOMPRESSED_R32G32B32); + UnloadTexture(panorama); + UnloadShader(shdrCubemap); + //-------------------------------------------------------------------------------------------------------- + + // Generate irradiance map from cubemap texture + //-------------------------------------------------------------------------------------------------------- // Load irradiance (GI) calculation shader #if defined(PLATFORM_DESKTOP) Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs"); #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs"); #endif - + SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); + mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); + UnloadShader(shdrIrradiance); + //-------------------------------------------------------------------------------------------------------- + + // Generate prefilter map from cubemap texture + //-------------------------------------------------------------------------------------------------------- // Load reflection prefilter calculation shader #if defined(PLATFORM_DESKTOP) Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs"); #else Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs"); #endif - - // Load bidirectional reflectance distribution function shader + SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); + mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); + UnloadTexture(cubemap); + UnloadShader(shdrPrefilter); + //-------------------------------------------------------------------------------------------------------- + + // Generate BRDF (bidirectional reflectance distribution function) texture (using shader) + //-------------------------------------------------------------------------------------------------------- #if defined(PLATFORM_DESKTOP) Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs"); #else Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs"); #endif - - // Setup required shader locations - SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); - SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); - SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT); - - Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); - Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE); - mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE); - mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE); mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE); - UnloadTexture(cubemap); - UnloadTexture(texHDR); - - // Unload already used shaders (to create specific textures) - UnloadShader(shdrCubemap); - UnloadShader(shdrIrradiance); - UnloadShader(shdrPrefilter); UnloadShader(shdrBRDF); - - // Set textures filtering for better quality - SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR); - SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR); - - // Enable sample usage in shader for assigned textures - SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT); - SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT); - SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); - SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); - SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT); - - int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); - SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT); - - // Set up material properties color - mat.maps[MAP_ALBEDO].color = albedo; - mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 }; - mat.maps[MAP_METALNESS].value = metalness; - mat.maps[MAP_ROUGHNESS].value = roughness; - mat.maps[MAP_OCCLUSION].value = 1.0f; - mat.maps[MAP_EMISSION].value = 0.5f; - mat.maps[MAP_HEIGHT].value = 0.5f; + //-------------------------------------------------------------------------------------------------------- return mat; } |
